NCAA 14 Review: Change You Can Believe In

NCAA 14 Review: Change You Can Believe In

Submitted by Ace on July 9th, 2013 at 3:50 PM

Previously on MGoBlog: Seth's review of the same.

NCAA 14 hits the shelves today, and EA Sports was kind enough to give us an advance copy to review — for the last four days, I've dutifully ignored the lure of sunlight, company, and basic hygiene in order to cram in as many hours as possible with the game. The things I do for you people.

My review of last year's edition eschewed the normal overview of gameplay and the various modes, instead focusing on how to make another underwhelming, mostly-redundant NCAA an enjoyable gaming experience. For the last several years, the basic debate surrounding NCAA has been whether to drop $60 for a couple gameplay tweaks (and, inevitably, a few new gameplay bugs) or save the money and hope for a good roster update.

This year, EA finally made enough changes that it truly feels like a new game in most aspects. Dynasty Mode got a much-needed overhaul, the gameplay adjustments are mostly positive, and the game as a whole feels more realistic. There are gripes, to be sure, but overall I think this is the strongest NCAA in a while.

GAMEPLAY

There have been enough changes to the gameplay (I know, right?) that even experienced players will want some time to learn the new features and hone their skills. Before doing anything else, I'd highly recommend going through the "Nike Skills Trainer"* — a series of tutorials/drills that covers all aspects of the game. Doing those not only helps you get used to some new controls, especially with the overhauled option (more on that later), but the drills are fun on their own — I found myself hitting "try again" several times to see if I could earn a gold medal in each drill, which unlocks a player for the online-only Ultimate Team mode. The skills trainer replaced the mini-games (option dash, tug of war, etc.), which I miss dearly — while the skills trainer is fun, you can't play against anyone else, and the mini-games were great for quick round-robins with a few friends — but it's certainly a worthy addition.

The biggest change once you're ready to hit the field is in the running game, where EA has implemented the physics engine that made last year's Madden so enjoyable. Running looks and feels much more like real life than in the past — setting up blocks is paramount, size matters in collisions, and there's a bevy of new animations that mostly look great (there are still kinks — a few tackles I've seen defied physics). With a good offensive line, running between the tackles can actually be effective.

More importantly, the option — and spread option — has been completely revamped, and I'd guess most players will find that running it in some form is their favorite way to play on offense. The game now helpfully points out the defender to read at the mesh point (for the read option or triple-option dive) or for the pitch (traditional option) before the snap, and variations like the mid-line option and inverted veer are now in the playbook. Backs maintain proper pitch relationship — an issue in years past — and quarterbacks can take hits without consistently getting injured or fumbling (this varies depending on ratings, of course, but QBs used to be outrageously brittle). The CPU can finally run an effective option, as well, with no more inexplicable pitches landing three yards behind the back; defending the option is hard, as it should be.

The passing game is mostly unchanged. Ill-advised throws are going to get picked off more often than not, which is realistic but also tough for gamers who don't know how to read defenses. There are still a few money routes — thank me later for recommending TE Trail in short- to mid-yardage situations — but I've found I can't predetermine where I'm throwing the ball unless the defense is completely misaligned given my playcall. Linebackers no longer are supermen, which helps; I wish receivers would do a better job on their own of adjusting to the ball in the air, though.

Defense is, one again, pretty damn difficult, especially if you want to play in the back seven. CPU quarterbacks are ruthlessly accurate; on All-American difficulty, my best hope of stopping a pass was to blitz and hope for a sack or throwaway, which along with the occasional drop appear to be the only ways to force incompletions. There are little-to-no mistimed routes, passes just out of a receiver's reach, or panicked chucks under pressure; even with a stellar secondary, interceptions and incompletions were very hard to come by, and instead I had to sell out with the pass rush or play conservative zones to keep YAC to a minimum.

Run defense is largely about calling the right play; from there, unless you're quite adept at linebacker or safety, the way your CPU teammates react is the biggest determining factor in a run play's success — this isn't unrealistic, but it doesn't make for a particularly enjoyable defensive experience. I've mostly lined up as a DT and focused on getting a big push into the backfield, which is more fun than it sounds (at least for me) and can have a big effect on both the pass and run games — collapsing the pocket on a QB is by far the most effective way to stop a passing play, as they often slide right into an awaiting DE.

The good news here is that EA now allows you to set separate difficulties for offense and defense. If you find yourself turning the ball over on half your possessions, you can knock the offensive difficulty down a notch; same goes for defense if you can't get a stop. This is an imperfect solution to a major problem — defensive gameplay is still quite frustrating — but it's still appreciated.

DYNASTY MODE

Now here's where things get really fun. Dynasty Mode finally got an overhaul, and it's a good one. First and foremost is the addition of "Coach Skills" — as you progress through your dynasty, you'll earn points for both on-field and recruiting accomplishments, and those points earn upgrades (the details of which can be found here). This adds a RPG-like angle to dynasty that makes it feel like you're really building towards something, not just running through the same season over and over again. You'll have to decide early on if you want to focus on earning in-game boosts (like Coachstradamus, which at its highest level gives you a 25% chance of identifying the opponent's play type before the snap) or an edge in recruiting (Kitchen Sink, for example, raises the cap on points you can spend recruiting individual players). Other coaches earn these same boosts, so you don't just lap the field as your dynasty wears on.

The second major change is the streamlined recruiting process. You get a certain number of points each week to spend on scouting, offering scholarships, and pitching players — those points aren't separate, so you have to find the right balance of scouting and recruiting early on. The critical change is that you don't have to unlock pitches or reset the number of points spent on a recruit each week — you know from day one which pitches a recruit likes and how many bonus points you'll get each week from them, then choose how many additional points to add from your pool. Those points don't change from week to week unless you change them; if you want, you can set your board in Week 1 and then forget about it (though I wouldn't recommend it). Even if you decide to spend time recruiting each week, the process goes much faster — including in the offseason, where the recruiting process has been cut down from a bloated five-week ordeal into a one-shot bidding war (you get a pool of 10,000 points and all caps for individual player spending go away).

The points system adds much more clarity to recruiting; you know exactly how far ahead or behind you are with a recruit, the bonus points your competition is getting each week, and the baseline number of points you'll earn on a given visit. This allows you to be much more strategic when it comes to targeting recruits, especially the longshots. With the roster cap still at 75 (ugh) and yearly scholarship caps at 25, I've found that narrowing down my recruiting board early and bringing in classes of 15-20 recruits gives me the best chance at landing a top class. Other recruiting tips:

  • If you can, max out the Scouting coach skill as quickly as possible. There are plenty of "gems" and "busts" in the prospect field, and identifying those guys early is an easy way to cut down your board and focus on the best prospects. This is especially useful in preseason, when you get 1,000 points to spend solely on scouting.
  • DO THE MATH. You can figure out precisely how many points you need to give a recruit based on the bonus points other teams are receiving and the weekly changes on a prospect's top schools board. Sometimes, even if you max out a recruit's weekly points, it's impossible for you to catch another program (usually Alabama). Drop those recruits like they're hot.
  • After a certain amount of time, a recruit "locks" into a certain number of schools, and the rest are eliminated from contention — the numbers of schools locked in and how early this happens depends on the recruit. It's worth searching the board on occasion for prospects who are still <25% locked in the latter half of the season; even if the prospect doesn't have initial interest, you can often swoop in and pick these guys up late. This is a great fallback if you miss out on a prospect at a position of need.
  • Pay attention to pipelines. Having a certain number of prospects from a specific state makes that state a pipeline, and you earn bonus points with a prospect if they hail from that state. Again, it's all about maximizing your limited number of points, so any edge you can find is helpful.
  • The game gives extra points for scheduling visits late in the season — your goal with most prospects should be to get their final visit, and the game encourages you to schedule everyone as late as possible. DON'T ALWAYS DO THIS. Visits can cause huge swings in points, so if you have a comfortable lead for a prospect early, bring them in ASAP and you'll probably lock everyone else out and earn his commitment. Scheduling an early visit can also save you from being locked out, though you'll then have to sweat out the recruit's subsequent visits.

Other than recruiting and coach skills, dynasty mode is mostly the same, which is good — that's always been my go-to mode. My biggest gripe is that there is no playoff starting in 2014 — you're stuck with the BCS in perpetuity, which is especially unfortunate since the game occasionally produces some wonky title games. Exempli gratia:


Even worse: Stanford beat Washington by 30 in their simulated matchup.

EA is probably waiting to unveil the playoff (sorry: cofopoff) as a new "feature" in next year's game. This is pretty lame, EA.

Overall, though, the changes to dynasty mode are a big step in the right direction, making an already enjoyable game mode even better. My only gripe with the coach skills is they can sometimes make things too easy — if Coachstradamus tells me the defense is in a Cover 2, I know enough to audible to a play that will gain 15 yards at worst — but you can set how difficult it is to level up, which helps mitigate that issue. The RPG aspect is something I very much enjoy; I found myself tempted to race through seasons so I could pick up more bonuses and build a true juggernaut.

OTHER GAME MODES

Road To Glory — in which you take a player from high school recruit through his college career — is still in the game and, as EA admitted, is essentially untouched. If you liked the mode in years past, you'll still enjoy it. If you didn't — or found it less compelling than Dynasty Mode — then it's not worth trying again.

EA imported their popular Ultimate Team feature — in which you unlock players through in-game accomplishments, then use them in games against online opponents — to NCAA. You can use these players, which include several all-time greats and (until yesterday) one "oh shit, get him out of here", in head-to-head online seasons or solo challenges. I haven't had the chance to delve into this mode in depth, so I won't comment on its merits except to say that it'd be nice if there was an offline option.

If you're the type who just wants to play the game but still want to play for something, there's a new "2013 Season" mode, which is exactly what it sounds like — you play (or sim, though that seems to defeat the purpose) your way through the 2013 season without having to worry about recruiting and the like. This won't be a feature I use but I'm sure some of you will appreciate it.

GRAPHICS/SOUND

It's pretty clear at this stage that EA has maxed out what they can do on the PS3 (oh, hey, just in time for the PS4!). There are some minor graphics improvements — players' muscles are more defined, for one — but the atmosphere falls flat at times; players on the sideline look like they're imported from a PS2, the field and crowd often look flat and dull. This isn't a big deal for me as much as the actual gameplay, especially since it's clear that EA has to hold back on minute details to ensure the game runs smoothy (and I'll take that over picture-perfect fieldturf).

In a long-overdue move, NCAA has new in-game camera angles, including a wide-angle view that allows you to see all 22 players on the field. I haven't toyed around with them much — on the first try, I found the wide angle to be a little too zoomed out — but at least there are options now.

As for the sound, you're still getting the same generic commentary in games, and the same repetitive marching band music in the menus (my first move is always to turn off the menu music and sound FX so I can listen to whatever I want while moving through my dynasty). EA has tried to add to the atmosphere by including piped-in music — yes, "Seven Nation Army" is in the game — which you'll either slightly appreciate or hate with the fury of a thousand suns. (Hi, Brian.)

BUGS

Aside from the BCS tomfoolery, I've found the game pleasantly devoid of glitches or major issues with simulation. The only real glitch I noticed occurred once, when my CPU opponent went into the hurry-up and, with the rest of the offense set, the center stood over the ball until the play clock ran out. That hasn't happened since and the CPU loves to run the hurry-up, so that's hopefully an easy fix when EA releases the inevitable patch.

This isn't a bug, but a new recruiting feature is "complimentary" visits — no, this doesn't mean your coach heaps an excessive amount of flattery on a recruit, but instead that the player is visiting along with recruits of compatible positions (e.g. having a QB and WR visit in the same week). As a writer, or at least a person with a decent command of the English language, this drives me nuts.

OVERALL

This is my favorite edition of NCAA since they moved to the PS3. The run game is a lot of fun, especially the option, and unlike many I think the passing game is enjoyably challenging. Defense still needs plenty of work, especially in defending CPU quarterbacks, but I'm holding out hope that messing with the sliders — or perhaps a major patch — will alleviate some of the issues. (I didn't touch the sliders for this review so I could give a fair impression of the game right out of the box; if you're a serious gamer, I highly recommend checking the Operation Sports forums for tips on setting sliders.) With the improvements to Dynasty Mode, this is the first time in a while I've felt confident in saying a new edition of NCAA is worth the price tag.

Now if EA could just add the playoff and bring back the mini-games, baby, we'd really have a stew goin'.

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*Product placement and ads for in-game extras are both quite prevalent. I found this fairly annoying — and I'm sure Ed O'Bannon does, too — especially when it comes to EA suggesting you purchase booster packs for a game that already costs $60. Long live capitalism, I guess.

NCAA Football 14: An ePinion

NCAA Football 14: An ePinion

Submitted by Seth on July 5th, 2013 at 1:53 PM

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Dilemma: The HTTV proofs were delivered at the same time as the game.

First a confession: the last time I bought EA's college football game was 10 (the 2009 season) for PS2. I used to get it every year from the Woodson cover to the Desmond cover and play until it was taking more time than I could excuse because an exercise bike was involved. The exception was '05, which I played for four days before going back to 2004, still the gold standard of the series.

The versions I had were all great for power runs to set up bombs but in the summer of 2009 I was mostly interested in wrecking offensive rushing records with Rich Rod's offense. Like anybody with a touch of ASD, I cannot play until I've filled in and fiddled around with Michigan's rosters. Tate Forcier was like an 80 overall when I was done. Denard was probably set to move to cornerback—remember this was the 2009 offseason, when old men in conference hotels were dancing to Weapon of Choice:

Then I started playing and videogame Forcier would throw 8 interceptions per game because linebackers could leap 100 feet in the air. There was no such thing as an incomplete pass; you threw screens or you threw interceptions. It took just three games for my frustration to turn me off from the series and turn me into one of those people who delights in The Consumerist ripping on EA. Other than goofing around on my 2004 dynasty NCAA the game was dead to me.

Then they put Denard on the cover (and the wife let me get a PS3 once I proved how awesome it is at Netflix). And since I'd moved on from guy at convention hotels to guy who works for a college football blog, it turned out I could get an advance copy of the thing with Denard on the cover in return for telling people how I felt about it. A part of me finds it ridiculous that I can get away with this. Since I've been out of things for awhile (and Misopogal has grown skeptical over all this "work" I've been putting in) I'm gonna deliver the game to Ace after I post this, and next week you'll get a review from someone with a  frame of reference within the current console generation. Here's the things you should know now:

1. IT HAS DENARD ON THE COVER. Truly it is the most beautiful thing to grace a cover since...NCAA 06? NCAA 99? A baby swimming toward a dollar on the album where music got its balls back? If Denard was smiling maybe.

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I adore all of you!

He is actually the most appropriate cover athlete for a version of this game since they put Ricky Williams on the one with unstoppable running backs because…

2. OPTION OFFENSE is awesome. They completely redid that and now read options work the way they're supposed to. EA also gave the defense its option-crushing corner blitzes and scrape exchanges.

IMG_2418

I keep forgetting to sub Green in at FB

However the counter to the counter sucks. They put bubble and PA split end screens in the playbook, but the defense reads these way too quickly on any difficulty worth playing. Also I've found my skill position guys tire so fast that when I go to it I keep getting Jeremy Jackson. Anyway the option stuff is the most fun, specifically the read and triple options. Too bad Michigan went back to the future on offense since...

[after the jump]

Dear Diary Rolls Old School

Dear Diary Rolls Old School

Submitted by Seth on March 8th, 2013 at 9:52 AM

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Fruits of the photoshop thread

The weekend respite from blasé hockey brought back a sorely missed tradition: goal-by-goal analysis. MGoBlueline picked up where Center Ice left off, and collects the Diarist of the Week; 200 points to Gryffindor. A sampling:

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Copp makes a truly spectacular pass through Guptill that ends up right on the tape of Lynch's stick. Lynch is now all alone in the high slot facing a goaltender who is going to have to move side-to-side to stop a shot.

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Lynch doesn't hesitate, roofing a shot over the goaltender's glove that makes his Gatorade bottle jump.

By now, yes, everybody knows that Ferris got a free breakaway when they put a 7th man on the ice and nobody noticed. I remind you that the Penguins once spent over 90 important seconds of an NHL Finals elimination game with too many men on the ice and didn't get flagged. I can only surmise that this is legal to do against teams I root for.

LSAClassof2000 has continued to put together short stats-based diaries with cats at the bottom. This week he went into Big Ten scoring offense since 2000. Since so many different coaches and systems have come through during this time, I'm not sure what aggregating by school really does—scoring offense is probably the most 'duh' statistic available to fans, and having Nebraska in a percent of total calculation is just fruitless. Break it up by seasons and tempo-free stats and we're talking—I'd like to know how good, say, 2010 was compared to 2012 Ohio State.

The Blockhams this week tried a little genetic experiment, which as an amateur evolutionary biologist I should warn you that you'd better isolate a lot of genes or else you're as likely to get a too-small, powerless, nerve-pinch-susceptible swimmer with the power to make Tennessee fans deranged by mere mention of his name.

Etc. A sense of entitlement fails you at Penn State and undersells beating MSU, however I caution not to underrate the benefits of that feeling like you can just trust your team will win because that is a low simmering awesome feeling that can make entire weeks happy, and expecting too little will just make you numb. THE LAST FINAL REMAINING SCHEDULES FINAL FINAL by GOLBOGM. Wallpaper by jonvalk.

Best of the Board

IT’S ALMOST LIKE THE SEC CAN ONLY WIN WHEN THEY BLATANTLY CHEAT

A decade ago ESPN realized the power of fan polls to drive passions and traffic when its Page 2 ran a sports-wide uniform contest. One by one the greats—Red Wings red, Tigers white, and finally the maize and blue went down to the ugliest Broncos uniform in history. How? Some fans found a way to game the system. Now a guy whose claim to fame is he’s the Heisman winner’s favorite receiver is doing the same through the college ranks, and again Michigan ends up the finalist they’re trying to screw. Video of how they do it? Actually yeah.

Credit mgouser dmoo4u for uncovering the plot in time. It seems if you create a new group that group gets to vote again. Much of this was going on in the wee hours of last night. I suspect they’ve been doing this all the way up the ranks.

FOOTBAWWWWWWWWW?

Spring football at least but we are starving fans and we’ll take that. Before there was the Brian article on things to look for this spring, there was the thread of things to look for this spring. Eyes are on, in order, the offensive line, the receivers after Gallon, and the young defensive ends. Ojemudia gif appears:

ojemudiasmile

While on the subject of the foosballs YoBoMoLloRoHo (name complaint: I get that Kipke, Crisler and Bump don’t have easily accessible o’s but what’s your excuse for leaving out Oosterbaan?) takes us down to Georgia to see how they’re developing football talent. I appreciate the effort but having followed high school football in the State of Michigan for some time, I think you’re overrating the difference. I felt that certain schools in the past didn’t do what they could to get their players into BCS programs, but year-long S&C training happens here and on better equipment. Take a tour of Farmington Hills Harrison’s program sometime. The biggest difference between the north and the south in the programs themselves is coach longevity, and I don’t see how that’s a bonus. The biggest difference between Midwest HS football and the South is they have more talent there.

STAUSKAS VS LEVERT:

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Bryan Fuller | MGoBlog

Following the Penn State disaster the board starting asking whether a Stauskas who isn’t shooting 80% from behind the arc (and wasn’t defending so well) really ought to be starting over the LeVert sensation. Then we immediately got a chance to put this theory to the test when Stauskas was knocked out against MSU. Minutes in the last five games:

Game Stauskas LeVert
PSU 34 9
Illinois 26 16
@PSU 29 12
MSU 4 30
@Purdue 31 10

LeVert played well, Michigan beat its rival at home, and successful message recipient Stauskas’s defense was much better against Purdue. He drew Byrd and I don’t think that guy made a field goal until finally getting in on the parade of preposterous treys late. Competition is good. If LeVert establishes himself as a guy worth 15 minutes a game and the sum effect is to get Stauskas to play better I take. We’ll be watching what they do against Oladipo and Indiana.

The other question being mulled is whether B1G teams other than Michigan might struggle in the NCAAs when they don’t have Valentine et al. and the conference’s notoriously poop-flavored whistles protecting them. The theory goes that when Aaron Craft can’t mug people and MSU can’t send man-beasts with active elbows into the paint and Wisconsin can’t Wisconsin that those teams will lose a big part of their winning strategies. Answer 1: The rest of the NCAA isn’t the NBA. Answer 2: I don’t give a damn, because B1G officiating is a huge disadvantage for a team like Michigan, which hardly ever fouls and which often has a quicker undersized guy taking non-called charges. Michigan State has been going to Final Fours for over a decade with teams just like the one they have this year. Getting away from awful Big Ten refs won’t matter nearly as much as getting away from ridiculous Big Ten home court advantages.

BASKETBALL RECRUITING: LADIES EDITION

This would be a diary if it wasn’t for a demand by the OP that it remain on the board. Raoul put together an epic review of current recruiting targets for women’s basketball in the 2014, 2015, and yes even 2016. As in current high school freshmen. I’ve mentioned before that it’s quite common for the non-main sports to fill their classes years in advance (they have full and partial scholarships to give out so the athletes race to grab the few full rides available), so there’s a lot of pressure on the kids to commit before they can, you know, drive cars.

META: HELLO NEW MODS, NOT LIKE THE OLD MODS

Profitgoblue is stepping down from his longtime moderator chair in order to pursue his lifelong dream of getting a newborn to sleep through the night. Stepping into his place is LSAClassof2000. Better have some good, minable data in your posts from now on.

YOU MIGHT BE A THING IF YOU GET TAKEN IN BY THAT THING’S YOU MIGHT BE… LISTS

Buzzfeed is to Reddit as Flounder is to a group of fraternity brothers playing cards. That said, when Michigan fandom comes in for the “You might be a _____ if…” treatment anywhere, we bite. Here’s all the things from the Buzzfeed list you need to care about:

  • Chipatis. Pizza House takes all the credit but Pizza Bob invented the thing, which makes sense when you consider the whole trick is to make the salad on a paper plate first and then stuff it into a pita, and Bob’s is the place that 1) serves everything on paper plates, and 2) uses pita dough for its pizzas because it’s cheaper.
  • Not a Blimpy virgin. If you haven’t heard, it’s not going to be there much longer.
  • “Constant Buzz” and Casa Dominicks.

I guess you need to at least have taken the orientation tour to know not to step on the M on the Diag, that the UGLI exists, and the stacks are for scandalous trysts (I only ever went there to do research and found other people doing research). The other 29 things are generic, stupid, or things you would discover if you’re from Los Angeles and Googled “Things to do in Ann Arbor.” DON’T BE TAKEN IN BY STUPID BUZZFEED LISTS.

The comments at least mentioned the first day of spring, when the North Face jackets disappear and everyone is outside in shorts throwing frisbees because it’s blessedly 49 degrees. And while the Fishbowl is known to all, the c. 2001 Fishbowl RIsing movement and the Brabbs for Heisman campaign that originated there shall ne’er be forgot.

ETC. Softball has Wagner back. Also back: mercies. Possibly leaked Illinois alternate helmet that doesn’t seem to jive with the school’s attempts to get away from 1950s-‘how, white man’ Native American imagery [insert my usual spiel about how this is peanuts when there’s pro teams called Redskins and Indians].

Your Moment of Zen:

Vote Denard!